Kyo swings both his legs on the ground to trip his opponent, nothing too special but it compliments his moveset really well. No, it still isn't cancelable but it works well after a cl.C or cr.B, cr.A to give him a limited but easy and mostly safe conversion that boosts for his high/low mix-up game.
Both hits' pushback and recovery keep it very safe on block but if the opponent is willing to spend the bar to GCRoll the first kick, they'll get a free punish on the recovering Kyo. Going for it more or less thus depends on situation and opponent.
df+D is extremely fast and has decent low profile so you'd expect to use it as such but it's not great for the job. The range is fairly limited, especially on the second hit that has the unsettling tendency to whiff when spaced a bit making df+D very whiff punishable at close range. If willing to spend the meter with hardly a confirm, canceling to the 1st hit into a max run and another df+D to start a combo is a better alternative for using df+D raw.
- Combo Advice: Whether after cl.C or cr.B, cr.A; a df+D max bypass or a df+D(1) max cancel into a run is the basis of most of Kyo's max mode potential so it's best to get used to the move and at least just using a max bypass off it.